Bravely Default’s Success In The West Is Making Square Enix Rethink Their JRPGs

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Square Enix are still known for classic JRPGs such as Chrono Trigger and various Final Fantasy titles that defined their “golden age,” but lately, they’ve been focusing on trying to establish a more global appeal with their games. Square Enix president Yosuke Matsuda recently talked to Nikkei Trendy on the matter of shifting the company’s focus back to JRPGs and their core audiences.

 

During the interview, Nikkei asked if Square Enix have any global titles for smartphones in the mix of all their upcoming new games.

 

“Not just limited to games for smartphone or console, but we do have some global titles lined up,” Matsuda replied. “However, regardless of whether they’re for smartphone or console, there’s a difficult element to developing global titles, so we’ll be making them without focusing too much on the ‘global’ aspect.”

 

“For example, in the past, when we developed console games with a worldwide premise, we lost our focus, and not only did they end up being games that weren’t for the Japanese, but they ended up being incomplete titles that weren’t even fit for a global audience.”

 

Matsuda continues, “On the other hand, there are games like the JRPG we made for the Japanese audience with the proper elements, Bravely Default, which ended up selling well all around the world.”

 

Bravely Default, as you may recall, was published by Nintendo in North America and Europe. In North America, the game sold over 200,000 copies in its first three weeks. Following its release in Europe, producer Tomoya Asano expressed surprise at how well the game was being received.

 

“Due to having split [the development mindset] according to regions around the world, we weren’t able to see this clearly up until now, but fans of JRPGs are really spread around the world,” emphasizes Matsuda. “Through the means of various networks, the latest information that is announced in Japan is instantaneously being spread across fans throughout the world. Whether it’s North America, Europe, or South America. There really isn’t much of a gap [in the relay of information].”

 

“With that in mind, and all of the collective fans, there’s a sense of mass, which loses the image of a niche market,” continues Matsuda. “For the new games we’ll be developing from this point on, while this may sound a bit extreme, we’ve been talking about making them as heavy JRPGs. I believe that way, we can better focus on our target, which will also bring better results.”

 

“If you focus too much on the global aspect, you might lose sight of who you’re actually making the game for,” explains Matsuda. “For example, if you look back at 2013, we’ve had some home console games made for a global audience that struggled.”

 

“The development team for Hitman: Absolution really struggled in this regard. They implemented a vast amount of ‘elements for the mass’ instead of for the core fans, as a way to try getting as many new players possible. It was a strategy to gain mass appeal. However, what makes the Hitman series good is its appeal to core gamers, and many fans felt the lack of focus in that regard, which ended up making it struggle in sales.”

 

“So, as for the AAA titles we’re currently developing for series, we basically want to go back to their roots and focus on the core audience, while working hard on content that can have fans say things like ‘this is the Hitman, we know’. I believe that is the best way for our development studios to display their strengths.”

 

Images courtesy Nikkei Trendy.


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Sato
Gamer, avid hockey fan, and firm believer in the heart of the cards.